Author Topic: Buffering  (Read 13411 times)

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Offline ztrumpet

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Re: Buffering
« Reply #15 on: June 16, 2010, 01:52:55 pm »
I would like to be able to AND, OR, and XOR pictures to the LCD without having to use custom routines like I do now.
However, I don't think that directly reading/writing to/from the LCD would be a very good idea in Axe.
I'm thinking the same things Sir. :)

SirCmpwn

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Re: Buffering
« Reply #16 on: June 16, 2010, 01:53:58 pm »
[offtopic]It's so cool to have everyone refer to me as "Sir" even when they are pissed at me (not that ztrumpet is pissed at me) :P[/offtopic]
« Last Edit: June 16, 2010, 01:54:15 pm by SirCmpwn »

Offline DJ Omnimaga

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Re: Buffering
« Reply #17 on: June 16, 2010, 01:54:05 pm »
Right.  However, DispGraph will overwrite it.  If you use Exp→DispGraph, you cannot modify what shows up onscreen unless you change the value at Exp.
DispGraph itself is essentially L6→DispGraph
I'M a bit confused by what you mean here. So does Exp->DispGraph overwrite L6 or not?
« Last Edit: June 16, 2010, 01:55:08 pm by DJ Omnimaga »

SirCmpwn

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Re: Buffering
« Reply #18 on: June 16, 2010, 01:54:38 pm »
No.  Exp→DispGraph does not overwrite L6.

Offline DJ Omnimaga

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Re: Buffering
« Reply #19 on: June 16, 2010, 01:55:41 pm »
Aah ok thanks for clarifying. Also

Quote
[offtopic]It's so cool to have everyone refer to me as "Sir" even when they are pissed at me (not that ztrumpet is pissed at me) [/offtopic]
Could you quote the posts where people are pissed at you? O.o

SirCmpwn

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Re: Buffering
« Reply #20 on: June 16, 2010, 01:58:41 pm »
Well, most of the time it was on IRC or the like...
Also, it might be worth mentioning that the LCD has its own internal RAM, which is where L6 is copied to when DispGraph is called, and where Exp is copied to when Exp→DispGraph is called.  However, LCD RAM is horribly, horribly slow.

Offline DJ Omnimaga

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Re: Buffering
« Reply #21 on: June 16, 2010, 02:01:18 pm »
Oooh ok lol :P

And yeah I know how slow it is. Just to tell you, you know my pixelating routines, right? (see the Axe tribute vid and look for a pic that shows Link in manga style) Well, if I updated the screen pixel by pixel, it took several dozen of seconds to render. By storing to the buffer then updating the LCD only once, it took half a second!

SirCmpwn

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Re: Buffering
« Reply #22 on: June 16, 2010, 02:04:16 pm »
Yeah, that would by why.

Offline calcdude84se

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Re: Buffering
« Reply #23 on: June 16, 2010, 02:04:50 pm »
This is why BASIC programs using pixel and point commands are so slow. For example, I made a BASIC program to make the screen all-black and an Axe program to do the same (both doing it pixel-by-pixel). The BASIC program was, of course, slow, while the Axe program was nearly instantaneous. Changing the Axe program to update the LCD after every Pxl-On( made it as slow as the BASIC program. (Well, the Axe program was running at 6MHz, idk how much of a difference 15Mhz mode would make)
« Last Edit: June 16, 2010, 02:05:29 pm by calcdude84se »
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Offline DJ Omnimaga

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Re: Buffering
« Reply #24 on: June 16, 2010, 02:21:44 pm »
This is why BASIC programs using pixel and point commands are so slow. For example, I made a BASIC program to make the screen all-black and an Axe program to do the same (both doing it pixel-by-pixel). The BASIC program was, of course, slow, while the Axe program was nearly instantaneous. Changing the Axe program to update the LCD after every Pxl-On( made it as slow as the BASIC program. (Well, the Axe program was running at 6MHz, idk how much of a difference 15Mhz mode would make)
Mhmm I found the BASIC counterpart to run even slower if set at the same MHz speed as the Axe one. In my case, I got like 3x slower speed on the BASIC program when using pixel by pixel. Just the parsing makes things slower, but the LCD updating is even more enough to ruin everything.

Had BASIC not updated the LCD constantly and just did with DispGraph, certain things would have run much faster. I guess it shows TI-BASIC was not aimed directly at game developpement (altough you can still make awesome things in it, such as Exodus)

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Re: Buffering
« Reply #25 on: June 16, 2010, 02:26:06 pm »
Expanding the awesome things list, I add Illusiat to it.
Also, I really wish that TI Basic could be run at 15 MHz
« Last Edit: June 16, 2010, 02:28:39 pm by SirCmpwn »

Offline DJ Omnimaga

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Re: Buffering
« Reply #26 on: June 16, 2010, 02:28:14 pm »
Lol ok ;D

And TI-BASIC already runs at 15, btw. If you test games on emulators, you'll notice how they run twice faster on 83+SE/84+/SE than on regular 83+

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Re: Buffering
« Reply #27 on: June 16, 2010, 02:28:58 pm »
Really?  I hadn't noticed.